The Peaceable Kingdoms of Arcadia (pronounced: /ɑːrˈkeɪdiɑː/ ar-KAY-dee-a listen) was the Outer Plane representing alignments between lawful neutral and lawful good in the Great Wheel cosmology model. Some characteristics of this plane were ascribed to the World Tree cosmology planes of Dwarfhome, House of the Triad, and even Dweomerheart when that cosmology became popular. Dwarfhome and the House of the Triad (which became known as Celestia) survived the Spellplague and became part of the World Axis cosmology. Dweomerheart was destroyed at the start of the Spellplague.
The first layer of Arcadia was a well-ordered place with well-tended crops, orchards, and cities all laid out in regular geometric shapes. Properly shaped and arranged flowerbeds of every color were always in bloom and never needed a gardener, nourished by gentle rains. Night and day were provided by a huge rotating sphere, half radiant, half dark, set into the highest mountain in the plane. The trees of Arcadia grew in straight orchard rows or tidy forests. They had bark of iron, copper, silver, or gold, depending on the type of tree. The leaves resembled those of Prime Material Plane trees but were colored dark green to fire red and never fell to the ground. Each type of tree constantly produced a particular fruit which had magical properties like a potion when consumed.
Arcadia connected to Seven Heavens, Nirvana, and Concordant Opposition by portals made of either white ivory or black steel, shaped like flower trellises. These portals were few in number but rested at fixed locations in the first layer. Little is known about the other two layers.
Many woodland creatures roamed the mountains, hills, forests, and fields of Arcadia. They resembled Prime Material creatures except for their coloring, which was metallic like the trees, and their eyes, which were white without iris or pupil. Examples included copper colored rabbits, golden foxes, and sheep with silver wool. Organized, hive-dwelling insects such as ants, bees, and wasps were also found in this plane. None of the animals could speak but all were peaceful in nature and native to the Outer Planes so they were unaffected by magics that usually worked on Prime Material creatures. In addition, their eyes allowed them to see through any illusion and the more intelligent animals could be trained into superb watch beasts.
The primary inhabitants of Arcadia were the spirit legions formed from the souls of good and lawful warriors, much like their evil counterparts in Acheron. Other sentient creatures that dwelled in Arcadia included hollyphants, planetars, foo creatures and the occasional deva. It was not uncommon to see creatures from neighboring planes visiting: shedu, greater and lesser lammasu, and ki-rin for example.
- Azuth the High One, Patron of Magic Users, once had a realm sharing his name on the layer of Buxenus.
- Clangeddin Silverbeard, the dwarven Father of Battle once commanded an impenetrable fortress carved out of a mountain located near the peak that held the sphere of day and night. It was said that this mountain redoubt was big enough to house all the dwarves on the Prime Material Plane.
- Marduk the Valiant of the Untheric pantheon once made his home in Arcadia in a simple but well-ordered large city.
- The three Mulhorandi deities Horus-Re, Isis and Osiris shared a realm called Heliopolis on the second layer, Buxenus.
- Savras the All-Seeing resided in the caverns called the Eye on Buxenus.
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 86. ISBN 0880383992.
- ↑ Jeff Grubb (April 1987). “Plane Speaking: Tuning in to the Outer Planes”. In Roger E. Moore ed. Dragon #120 (TSR, Inc.), pp. 42–43.
- ↑ Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 73. ISBN 0880383992.
- ↑ Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 75. ISBN 0880383992.
- ↑ Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). Manual of the Planes 3rd edition. (Wizards of the Coast), pp. 130–132. ISBN 0-7869-1850-8.
- ↑ Frank Mentzer (January 1985). “Ay pronunseeAYshun gyd”. In Kim Mohan ed. Dragon #93 (TSR, Inc.), p. 25.
- ↑ Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). Dungeon Master's Guide 5th edition. (Wizards of the Coast), p. 58. ISBN 978-0786965622.
- ↑ Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 151. ISBN 0-7869-3134-5.
- ↑ Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 159. ISBN 0-7869-3134-5.
- ↑ Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 152. ISBN 0-7869-3134-5.
- ↑ Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. (Wizards of the Coast), pp. 62,63. ISBN 978-0-7869-4924-3.
- ↑ Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. (Wizards of the Coast), p. 74. ISBN 978-0-7869-4924-3.
- ↑ Jeff Grubb, Ed Greenwood and Karen S. Martin (1987). Forgotten Realms Campaign Set (Cyclopedia of the Realms). (TSR, Inc), p. 10. ISBN 0-8803-8472-7.
- ↑ Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 15. ISBN 0-8803-8828-5.
- ↑ Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc), p. 34. ISBN 978-0786903849.
- ↑ Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 87. ISBN 0880383992.
- ↑ Gary Gygax (August, 1985). Unearthed Arcana (1st edition). (TSR, Inc.), p. 110. ISBN 0880380845.
- ↑ James M. Ward, Robert J. Kuntz (1980). Deities and Demigods. (TSR, Inc), p. 24. ISBN 0-935696-22-9.
- ↑ Eric L. Boyd (1997). Powers and Pantheons. (TSR, Inc), pp. 109, 114, 120. ISBN 0-7869-0657-X.
- ↑ Colin McComb (1996). On Hallowed Ground. (TSR, Inc), pp. 86, 88–90. ISBN 0-7869-0430-5.
- ↑ McComb, Colin, and Wolfgang Baur. Planes of Law. Arcadia, pp. 18-21. Lake Geneva, WI: TSR, 1995
- ↑ Eric L. Boyd (1997). Powers and Pantheons. (TSR, Inc), p. 47. ISBN 0-7869-0657-X.
Prime Material plane • Feywild • Shadowfell
Transitive Planes: Astral Plane • Ethereal plane
Inner Planes: Elemental Plane of Air • Elemental Plane of Water • Elemental Plane of Earth • Elemental Plane of Fire • Elemental Chaos
Para-Elemental Planes: Frostfell • Swamp of Oblivion • Fountains of Creation • Great Conflagration
Quasi-Elemental Planes: Lightning • Radiance • Minerals • Steam • Vacuum • Ash • Dust • Salt
Outer Planes: Arcadia • Mount Celestia • Bytopia • Elysium • Beastlands • Arborea • Ysgard • Limbo •
Pandemonium • Abyss (Layers) • Carceri • Hades • Gehenna • Nine Hells • Acheron • Mechanus
Energy planes: Positive Energy plane • Negative Energy plane
Prime Material plane • Cynosure • Fugue Plane
Transitive Planes: Astral Plane • Ethereal plane • Plane of Shadow
Celestial Outer Planes: Arvandor • Brightwater • Dwarfhome • Dweomerheart • Gates of the Moon • Golden Hills • Green Fields • House of Knowledge • House of the Triad
Fiendish Outer Planes: Abyss (Layers) • Barrens of Doom and Despair • Blood Rift • Clangor • Deep Caverns • Demonweb Pits • Fated Depths • Fury's Heart • Hammergrim • Nine Hells • Nishrek • Supreme Throne
Neutral Outer Planes: Dragon Eyrie • Heliopolis • House of Nature • Jotunheim • Warrior's Rest
Inner Planes: Elemental Plane of Air • Elemental Plane of Earth • Elemental Plane of Fire • Elemental Plane of Water • Positive Energy plane • Negative Energy plane
Prime Material plane
Fundamental planes: Astral Sea • Elemental Chaos
Astral dominions: Arvandor • Banehold • Celestia • Cynosure • Deep Wilds • Demonweb Pits • Dismal Caverns • Dwarfhome • Eternal Sun • Fugue Plane • Gates of the Moon • Green Fields • House of Knowledge • Nine Hells • Nishrek • Supreme Throne • Towers of Night • Tu'narath • Warrior's Rest
Elemental realms: Abyss (Layers) • City of Brass • Cresting Spires • Fimbulwinter • Hidden Realm • Muspelheim • Root Hold • Sky Home • Steading • Throator • Undying Pyre • Zerthadlun
Parallel planes: Feywild • Shadowfell
Anomalous planes: Far Realm